Devs please dont make RO2 stiff as RO 41-45

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FNG / Fresh Meat
Jul 22, 2009
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it doesn't take 2 seconds to stop. you're just exaggerating. time is also relative to your experience of an event. the whole process of stopping at the bottom of a hill and firing probably took half a second to 1 second only.

the stiffness you are experiencing is something inherent to ue2 based multiplayer games and exasperated by the fact that movement is precise.

learn to control the character and stop playing the game like call of duty. be honest with yourself.
 
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Wibbey

FNG / Fresh Meat
Nov 30, 2010
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Bolt rifles also takes way to long to just pull out and in the reload thingy,I understand that it takes longer to reload a whole new magazine,but I'm sure when in war a soldier will reload faster than its in the game implemented,reload for a single bullet shoudnt take that long.Plus bolt rifle user cant stretch its legs vs semi gunner or auto rifle gunner in close combat fights.

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Have you ever reloaded a mosin nagant or masuer, its alot harder then you might think, especially under the pressures of battle. The reloading times in red orchestra are very resonable considering the context of battle. They can't make all guns equal.. different weapon types are suitable for different situations! if a weapon is not working for you, change your tatics. Be happy that this game is nothing like the standard cliched FPSs you certainly always get. Red orchestra is probabley one of the most intense games i've ever played.... black ops being the gayest.
 

Grobut

FNG / Fresh Meat
Apr 1, 2006
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What I'm trying to say in real life youll do whatever it takes to save your bacon,and the same way we react in game to survive or kill,i personally dont think you can drop on ground and reload at the same time,thats just crazy,but drop on ground and then starting to reload,well that makes sence and its real.

But like i said before RO2 dont look stiff at all from the vids,it does look realistic though,the time need to aim,the recoil...game looks very promissing.

You can still stop 2 things from working at the same time in UE3.5, like reloading whilst going prone or whilst sprinting, by use of code (if action X is started, cancel action Y if it's active), however, even here anim blending can be used to smooth it out, so you don't have to wait till the reload anim has 100% reversed itself before you can start another action, but can blend cancelling the reload anim into starting another anim like going prone or starting to sprint.

The result for your reload will be the same, you still have to start it over because you didn't get it done, it was cancelled, but using blending, you can still start another action emediately (or allmost emediately) if you need to save your bacon, like run away from a grenade or go prone because you realize you can be seen where you are sitting, whatever it may be.

It would also be possible to pause an anim, and pick it back up where you left it off (as long as you dont start another anim in the mantime that would cancel it), like say you are reloading, but want to move a few feat to relocate behind a corner, then the reload anim could be paused whilst you move and resume when you stop again (or get cancelled if you start a sprint or prone).. i don't know if that's something they would do, but there's a lot of posibillities with this tech, so it's possible.


And yes, Ro2 does look very promising, it seems like it maintains the realism of the first one (with some added bits like the cover system and vaulting over short obstacles), but improves on all the mechanics, making them smoother, easy to use and more intuitive (how bipods work and such is all much improved aswell), really, this is exactly the sort of stuff i felt RO was missing all along, that extra bit of polish in it's otherwise solid game mechanics, and if they can just give me that with Ro2 (which they seem to allready have done), it's going to rock!

AMEN.

And other things that make the game feel "stiff" are things like crappy collision physics. Do you hate it when you try to move up against some cover (say sandbags) to rest your rifle on a surface and then you realize suddenly, to your horror, that your avatar decided to climb the sandbags instead and now you are standing out in the open like a moron? This happens all the time in UE 2.5 games.

Ugh I hate that sooo much.

Ohh yes, that was also plenty annoying when it happened, but i don't think i've noticed something like that in any of the UE3 engines games i've played.. has anyone else? so maybe that'll be a thing of the past too :)
 

Rak

FNG / Fresh Meat
Nov 23, 2005
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I agree a bit more fluidity in animations would be nice.
 

SolitarioSoldat

FNG / Fresh Meat
Oct 28, 2010
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USA,Tampa,Florida
it doesn't take 2 seconds to stop. you're just exaggerating. time is also relative to your experience of an event. the whole process of stopping at the bottom of a hill and firing probably took half a second to 1 second only.

the stiffness you are experiencing is something inherent to ue2 based multiplayer games and exasperated by the fact that movement is precise.

learn to control the character and stop playing the game like call of duty. be honest with yourself.

it takes 2 seconds or more!!! to fully stop and try to aim,by the time you raise your rifle in aiming position its been 3+ seconds,and one guy here explained that actions in RO can't be interrupted with another action cause of the limitations of the engine.

I find my self so many times reloading my bolt and some MG user already docking his gun and I'm still reloading while trying to stop the reloading and switch to nade,but I cant cause I have to waith the animation to finish the task....

In RL if you see an enemy with mg docking and getting ready to made swiss cheese out of you,are you going to keep on reloading your puny rifle??? I dont think so,RO is realistic and I love that,but in the same time is so stiff that it kills 50% of the realism thats implemented in it.

I bet that many of you RO veterans when test out the new RO2 and find out that it has the same stiffy and stucky movements will be dissapointed since its a new game and shouldnt have this flaws,yet there will be a very low percentage of RO veterans who will think that playing a game and having the feeling of your soldier should be like commanding an Oak tree is a true realism,it isnt I can guarantee you that cause i was in 1999 on boarder with Kosovo and my country...you will be amased what your body and mind will do when your adrenaline rush kicks in!!!

I'm new to RO,and I do play RO,I dont suck at the game for playing just 3-4 weeks,I cap every game almost 30-50 kills by bolting sometimes and I already learn the objectivges for every map,but I'm glad that RO2 will feel more fluid,fluid dont means consolish,videos shows more fluid movements,with lots of recoil,sway while aiming,time needed to raise your gun in aim sight,REALITY IS THERE + more natural movements than RO1 which it makes the game iven more RL oriented.Thats the way I see new RO2 more realistic than RO1.
 

SheepDip

FNG / Fresh Meat
Nov 21, 2005
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it takes 2 seconds or more!!! to fully stop and try to aim,by the time you raise your rifle in aiming position its been 3+ seconds

It does not.

I tested your claims by recording myself performing both sprinting to iron sights & firing, and sprinting to hipped and firing, sprinting to iron sights took 2.3 seconds, and sprinting to hipped took 1.5 seconds.
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
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Finland
it takes 2 seconds or more!!! to fully stop and try to aim,by the time you raise your rifle in aiming position its been 3+ seconds

It takes around 0.7 seconds to bring up ironsights from hip and rebolting doesn't longer than two seconds to have ironsight back on. Your own inability to aim fast or some other stuff like that are only additional variables besides the basic animation. Combining several things together of course adds more time practically speaking, but if you just time the time it takes to bring up ironsights when you're not doing anything else you might be surprised with the results.
 

Flogger23m

FNG / Fresh Meat
May 5, 2009
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It takes around 0.7 seconds to bring up ironsights from hip and rebolting doesn't longer than two seconds to have ironsight back on. Your own inability to aim fast or some other stuff like that are only additional variables besides the basic animation. Combining several things together of course adds more time practically speaking, but if you just time the time it takes to bring up ironsights when you're not doing anything else you might be surprised with the results.

I agree with this post.

A video I made a while back:

YouTube - Red Orchestra: K98K target shooting

The bolting is really quick. Just about as fast as I can do it (with Mosins, never tried a Mauser).

So I will say no, the bolting is fine.
 

SolitarioSoldat

FNG / Fresh Meat
Oct 28, 2010
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reload is fine and a lot of things are realistic,problem is actions in the game cant be canceled,if im reloading and want to stop doing that I cant due to waithing the animation to finish its course,seems that all animations need to finish first before you can interact with the next one.

All I'm saying if I'm reloading in RL and someone starts shooting at me,the heck with reloading!!! I'm running for cover immediatelly.

Seems that RO2 wont have the feeling as RO1,I hate COD style play and movements,not into it anymore,but I like the fluid touch and reality mixed in RO2.
 

Fedorov

FNG / Fresh Meat
Dec 8, 2005
5,726
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find cover before reloading

The point of this thread is to tell the devs to not repeat the mistakes in RO, he is not asking to be taught how to play the game.

Edit: But, this have already been solved, so no point in keep this thread alive.
 
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Leopardi

FNG / Fresh Meat
Apr 6, 2010
637
128
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reload is fine and a lot of things are realistic,problem is actions in the game cant be canceled,if im reloading and want to stop doing that I cant due to waithing the animation to finish its course,seems that all animations need to finish first before you can interact with the next one.

Isnt this exactly what animation blending in RO2 will fix?
 

Floyd

Grizzled Veteran
Feb 19, 2006
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While it may be annoying, I find it (the reload in particular) to be one of those things that require you to think and one of those things that sets RO apart from the "run 'n gun blast away" mind set of soooo many fps.

How many rounds do I have left? Should I reload now or run for cover? DAMN! I missed and now I'm out of ammo. I should have been more careful with my aim or I should have counted my shots.... Ooops. Caught by surprise. Should I aim or try to shoot from the hip?

We all get caught with our pants down occasionally, but having to think ahead adds to the atmosphere, imo.
 

hockeywarrior

FNG / Fresh Meat
Nov 21, 2005
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While it may be annoying, I find it (the reload in particular) to be one of those things that require you to think and one of those things that sets RO apart from the "run 'n gun blast away" mind set of soooo many fps.

How many rounds do I have left? Should I reload now or run for cover? DAMN! I missed and now I'm out of ammo. I should have been more careful with my aim or I should have counted my shots.... Ooops. Caught by surprise. Should I aim or try to shoot from the hip?

We all get caught with our pants down occasionally, but having to think ahead adds to the atmosphere, imo.
Agreed, it's elements such as this that add a crucial strategy element to realism games. Deciding when to reload is always a big dilemma in RO1 and I love it :

You just sprayed a ton of rounds at an enemy that came around the corner and know you don't have many rounds left in the magazine. Do wait for his inevitable friend to come around the corner and risk not having enough ammo, or do you reload now, but risk getting surprised?
 

Grobut

FNG / Fresh Meat
Apr 1, 2006
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While it may be annoying, I find it (the reload in particular) to be one of those things that require you to think and one of those things that sets RO apart from the "run 'n gun blast away" mind set of soooo many fps.

How many rounds do I have left? Should I reload now or run for cover? DAMN! I missed and now I'm out of ammo. I should have been more careful with my aim or I should have counted my shots.... Ooops. Caught by surprise. Should I aim or try to shoot from the hip?

We all get caught with our pants down occasionally, but having to think ahead adds to the atmosphere, imo.

That'll still be true, just because the engine is more capable, doesen't mean TWI will throw the baby out with the bathwater, so to say.

I fully expect you will still have to make such tactical choices, only the rough edges of the game mechanics will be sanded down and made nicer, and more choices will be added (do i cancel reload and go for a melee attack, even if that's risky? or do i let it finish and hope he doesen't spot me here till it's done, which is also risky?).

Just because the mechanics won't be locked into a grid, that doesen't mean the game will turn into Quake, many other tactical games and mods had smoother mechanics than RO (often because they relied more on Code than Anims), but i've never felt that compromised the tactics involved (what hurts realism games is bad mechanics, and lack of realistic restrictions, not smooth but good and realistic mechanics).


RO2 still seems to have all the same mechanics and realistic restrictions in place, only some cool extras have been added, and some of the unrealistic restrictions (the rough edges) wont be such a huge PITA anymore.
 
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